Piston

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Piston
Icon Block Piston.png

Category: Mechanical
Function: The piston is an expandable block that transfers power and inventory
DLC? Vanilla

Fits small grid
Mass: 304.2 kg
Hitpoints: 1291
Power: -0.2 kW
PCU: 100
Size: 1x3x1
Time to Build: 12 sec

Fits large grid
Mass: 1731.0 kg
Hitpoints: 6905
Power: -2.0 kW
PCU: 100
Size: 1x3x1
Time to Build: 20 sec

Data Controls: [purge] (?))

The Icon Block Piston.png Piston is a Mechanical Block that can extend to a multiple of its length in one direction and pull attached blocks with it, thereby adding a push/pull mechanism to the game.

The standard piston looks octagonal, if you want a sturdier looking variant, see Square Piston.

Usage

Pistons are used when building retractable landing feet, collapsible solar arrays, hidden turrets, extendable cranes and drill rigs, forklifts, large sliding doors, Mecha legs, lifting jacks for flipped vehicles, and much more.

The piston will convey power to the subgrids and can extend the conveyor system (see below). Pistons can actively push and pull. In contrast to hinges and rotors, you cannot set the braking torque of pistons to zero, which means that pistons cannot be moved passively like suspensions.

A crane arm stabilised by two extra pistons on rotors used as cross braces. (Image source: Splitsie)

Examples:

  • Drill Rigs: Drills on pistons can reach farther and dig wider and deeper mines.
  • Connectors: The piston's conveyor ports are useful when building retractable base Connectors: They extend to connect and (un)load landed ships, and then disconnect and move out of the way before take-off, either manually or using Timer Blocks.
  • Cranes: Crane joints supported by cross-bracing pistons are much more stable and can lift heavier grids than cranes built out of hinges or rotors alone.

Blocks connected by pistons will appear in different colors in the Control Panel Screen. The piston-attached grid is referred to as subgrid and is treated differently as far as steering is concerned.

Control Options

Control panel Screen Toolbar Description
Toggle on/off Toggle on/off

Toggle off
Toggle on

When a block is toggled off, it does not fulfill its function and does not use power.
Show block in Terminal If you have many blocks that clutter your Control Panel, but you never need to configure them, hide them here.
Show block in toolbar config If you have many blocks that clutter your toolbar config, but you never want to use them on the toolbar, hide them here.
Name Give the block a unique name that makes it easy for you to find it in the search with only few keystrokes.
Show on HUD on/off Show on HUD on/off
Show on HUD on
Show on HUD off
If an antenna is broadcasting from this grid, you can use this to mark this block on the HUD. E.g. to highlight blocks that need repair, emergency exits, etc.
Custom Data Used by scripts only.

Block-specific options

Pistons have practically the same Controls as Hinges.

Control panel Screen Toolbar Description
Safety detach Increase/decrease safety detach (Rarely needed) When subgrid gets displaced, this setting prevents it from speeding up and damaging its own sub-grids. 10cm to 5 metres (default).
Add Piston Head Add Piston Head Restores the subgrid attachment part if the piston head was destroyed.
Reverse Reverse/Extend/Retract Toggles the direction of the motion by negating the current speed value.
Velocity Increase/decrease/reset/set velocity Enter the velocity in m/s, maxing out at 5m/s in either direction. Positive numbers extend, negative numbers retract. Resetting the velocity to zero means the Piston does not actively move. Gradually de/increase speed by 0.5 m/s.
Set and move First enter the absolute distance to move in metres, must be a positive number within the length of the piston. Then enter the velocity in m/s.
Minimum extend distance
maximum extend distance
Increase/decrease maximum/minimum distance Set the two positions between which the Piston will move when its velocity > 0 and it's unlocked in 0.1 m increments.
  • For large pistons: 0 to 10m (total length 5m-15m)
  • For small pistons: 0 to 2m (total length 1-3m).
Max impulse Axis/NonAxis Increase/decrease impulse Axis/NonAxis Sets the force (speed) in kN that is applied by the piston when it moves. Pistons are not springs and cannot be compressed by obstacles or external forces, even if you set this to zero.

Pistons can be grouped to share some controls. Unique labels let you define several variants of the same toolbar action.

Even though you can add a piston head, you cannot re-attach a piston base to a piston head on another grid, as you can do with a Rotor/Rotor Head. It's somewhat possible (albeit fiddly) to reattach pistons using Merge Blocks.

How to stabilise grids

Don’t connect two pistons to the same grids on both ends and then set the pistons to different speeds or different extensions, because that would cause an impossible situation and stress to which the simulation likely reacts with a rapid unscheduled disassembly.

When connected one to another to form subgrids, pistons can bend or push subgrids into one another, and generate a lot of vibration and shake the grid apart (also known as Clang). In general, it's safest to use mechanical blocks on static grids.

On the Control Panel Screen (Experimental mode), enable the Share Inertia Tensor setting of the subgrid pistons. Do not enable Share Inertia Tensor on the first piston that’s attached to the main grid. This equalises the virtual masses to achieve more stable behaviour.

If you have to use mechanical blocks while flying/driving a mobile grid, it's recommended to set a Icon Block Gyroscope.png Gyroscope on override with 0 RPM on all axes for stabilisation. Optimally, park, and lock the grid safely to the ground with Icon Block Landing Gear.png Landing Gear while using mechanical blocks. This will help greatly to reduce shaking.

Gallery

Construction

Pistons exist for large and small grid. They are made up of two parts, the base and the slim Top Piston Part. After you place a piston base, the head is added automatically. You must weld up both parts for the piston to be functional (so extra parts are needed).

They can attach to blocks on the base end and head end, but not on the cylindrical sides. The narrow sides of the piston head can also attach to blocks.

Pistons have ports on their head and base, allowing items to be transferred through them using the conveyor system. The small grid pistons interface with Small Conveyors only, due to their hatch size, and are bound by the same item size restrictions as small conveyors are.

Tip: If you notice a disruption in your conveyor system, but all conveyor tubes indicate a green light, remember to also check the integrity of your pistons – especially check the piston heads for damage!

Offset Added By Each Piston

You might notice that even when a piston is fully retracted or extended, blocks placed on the piston head will be slightly offset from the original grid, in the direction the piston is facing. This can cause to a slight step when boarding and disembarking piston elevators, and could cause issues when using pistons along with other mechanical blocks for advanced geometric constructions. The exact offsets from the grid as as follows:[1]

Piston Offset
Block type Offset (meters)
Large grid piston 0.158463
Small grid piston 0.031542

Total Lengths of Pistons

Piston Size
Size Position Length (blocks) Length (meters)
Large Grid Fully Retracted 2.0633852 5.158463
Fully Extended 6.0633852 15.158463
Small Grid Fully Retracted 2.063084 1.031542
Fully Extended 6.063084 3.031542

Recipe

Icon Block Piston.png Piston
ComponentLarge Ship/Station
Required
Large Ship/Station
Optional
Small Ship
Required
Small Ship
Optional
Icon Item Steel Plate.png Steel Plate252555
Icon Item Small Steel Tube.png Small Steel Tube4
Icon Item Motor.png Motor102
Icon Item Large Steel Tube.png Large Steel Tube10
Icon Item Construction Comp..png Construction Comp.305
Icon Item Computer.png Computer51

References